이 페이지에서는 Mode 프로퍼티를 Baked로 설정했을 때 Light 컴포넌트의 동작을 설명합니다. 이를 베이크된 광원이라고도 합니다.
Unity는 Unity 에디터에서 베이크된 광원에 대한 계산을 수행하고 그 결과를 디스크에 조명 데이터로 저장합니다. 이러한 프로세스를 베이크라고 합니다. 런타임 시점에 Unity는 베이크된 조명 데이터를 로드하여 씬에 조명을 적용하기 위해 사용합니다. 복잡한 계산이 미리 수행되므로 베이크된 광원은 런타임 시점에 셰이딩 부하를 줄이고 그림자의 렌더링 부하도 낮춥니다.
베이크된 광원은 런타임 시점에 변하지 않는 요소(예: 풍경)에 조명을 적용할 때 유용합니다.
씬에서 Baked Global Illumination을 비활성화하면 Unity는 베이크된 광원이 Mode가 Realtime으로 설정된 것처럼 동작하도록 강제로 설정합니다. 이 경우 Unity는 Light 컴포넌트 인스펙터에 경고를 표시합니다.
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